This also removes support for Travis and AppVeyor, as well as git
submodules for dependencies.
It also adjusts .gitignore to include dependencies (submodules are
implicitly ignored but are removed in this commit).
Finally, removes some CMake-specific code from the code generator.
BUG=
Change-Id: I4ebc04e530a574b412ef0ca81e4672db01f0ed92
Reviewed-on: https://dawn-review.googlesource.com/c/2040
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch renames the field "mipLevel" of TextureDescriptor to
"levelCount" to align with the WebGPU idl.
BUG=dawn:16
Change-Id: I36b30d78831786e4c21ffd641f820375e95a1be5
Reviewed-on: https://dawn-review.googlesource.com/c/2100
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch implements creating texture view with texture view descriptor
with glTextureView, which is supported on OpenGL version >= 4.3. As is
required by glTextureView, we allocate storage for a texture by
glTexStorage*D instead of glTexImage*D.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I29bcf6d538a70b4d6d1e5a21276b9e8d6e93ca51
Reviewed-on: https://dawn-review.googlesource.com/c/1980
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
d3d12::Buffer::UnmapImpl() was passing an empty range to
ID3D12Resource::Unmap(). This causes it to be a no-op when writing a
buffer. The fix is to store the entire mapped range in the Buffer,
and use it during Unmap().
Note: this doesn't seem to actually cause an issue on the D3D12 drivers I
have, so I have been unable to write a test for it. However, it does cause
an issue in RenderDoc: the buffer data appears unmodifed after the
Map/memcpy/Unmap calls. The hypothesis is that RenderDoc notices the empty
range at the API level, and leaves its shadow buffer contents unmodified.
Because I feel this change is correct regardless, I'm landing it without
a test.
Bug: dawn:25
Change-Id: Ie5dd5fcfedbe1d80c75a3d8094c97af27653ee00
Reviewed-on: https://dawn-review.googlesource.com/c/1920
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This patch is the first part to implement creating a texture view
with a texture view descriptor on D3D12 and Metal back-ends. With
this patch the texture views created with descriptor can be bound
as sampledTextures on D3D12 and Metal back-ends.
Note that the support of rendering into a layer or a mipmap level of
a texture on D3D12 and Metal back-ends is not included in this patch.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I62473ec5a4bb6b84d797ef7fd9cb98689ff763f4
Reviewed-on: https://dawn-review.googlesource.com/c/1940
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch implements creating a texture view with given texture
view descriptor on Vulkan back-ends.
This patch also updates TextureViewTests to test various mipmap
levels and adds several tests to cover all added features.
BUG=dawn:16
TEST=dawn_end2end_tests
Change-Id: I602e5a076e4f717f555cb9a9ef98d5dfceadbe81
Reviewed-on: https://dawn-review.googlesource.com/c/1880
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch removes CreateDefaultTextureView in all the back-ends of
class Device and implements this function by CreateTextureView using
a TextureViewDescriptor created from the original texture.
Note that this patch only refactors the original implementation of
creating default texture. The support of creating texture views from
a texture view descriptor will be added in the next several patches.
BUG=dawn:16
Change-Id: Iadfc1e17e1cf23a4c1fa8ff44b1fb1a765d21e3f
Reviewed-on: https://dawn-review.googlesource.com/c/1840
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
ObjectBase will contain data that all WebGPU objects have such as a
pointer back to the device, a refcount (via inheriting from RefCounted),
a name, an error status etc.
BUG=dawn:24
Change-Id: I919e1a6d4a68811ceb6e503b2a793815c92f2528
Reviewed-on: https://dawn-review.googlesource.com/c/1620
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This patch adds the entry point creating texture view with a
TextureViewDescriptor and all the validations on the parameters
according to https://github.com/gpuweb/gpuweb/issues/79.
BUG=dawn:16
TEST=dawn_unittests
Change-Id: Ibc04a0f7b9f334c57da191606313ab156e18af1f
Reviewed-on: https://dawn-review.googlesource.com/c/1800
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
If a bindgroup was re-used in multiple command buffers in a single call
to queue.Submit(), it was skipping the creation of the corresponding
descriptor heap for that bind group in the second command buffer.
The fix is to use the command buffer's index into the submit command as
part of the key for the bind group's descriptor heap.
Change-Id: Ie66a0e772b10cc72bf040f090dac4c4a10f24266
Reviewed-on: https://dawn-review.googlesource.com/c/1740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This splits off part of CommandBufferBuilder in separate
RenderPassEncoder and ComputePassEncoder objects. To match the WebGPU
IDL and factor some code, both these encoders inherit from
ProgrammablePassEncoder.
These encoders are pure frontend objects and record into the
CommandBufferBuilder command allocator objects, so no changes to the
backends were needed.
Error handling is still ew, because the "builder" mechanism we had
doesn't allow for "split builders". Nicer error handling will have to
wait on Dawn matching WebGPU.
All the tests and samples were updated to the new structure.
BUG=dawn:5
Change-Id: I5f5d4ad866e2c07fedd1ba7a122258c6610941f1
Reviewed-on: https://dawn-review.googlesource.com/1543
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to support inspecting GPU information for
dawn_end2end_tests.
In this patch, we support collecting the device name, device id and
vendor id on D3D12 and Vulkan. We also support collecting the device
name on OpenGL. The collection on Metal will be supported in the next
patch. Using this information we implement a series of APIs to inspect
the information of both OS and GPU vendor.
We also skip two failed tests on Windows Intel Vulkan backends.
BUG=dawn:10
Change-Id: If52a960c0bae3922a0b5650500218eff1400d77a
Reviewed-on: https://dawn-review.googlesource.com/1460
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This matches WebGPU and is a good test of having structures include
other structures by value.
BUG=dawn:13
Change-Id: Ibd5ea1340338e5aa16069499c498ac5a455fc2cd
Reviewed-on: https://dawn-review.googlesource.com/1500
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This patch is the first one to descriptorze texture view. In this
patch, we completely remove TextureViewBuilder and add the entry
point CreateDefaultTextureView for creating a texture view on a
non-array 2D texture using the same type and format.
Texture view descriptors and 2D array texture views will be supported
in the next patch.
BUG=dawn:1, dawn:16
Change-Id: Ibd2a0bcf02cbb567a98d2faaaaa897eff2c062e5
Reviewed-on: https://dawn-review.googlesource.com/1440
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
The error type will help distinguish between validation errors, context
losts and others which should be handled differently.
Take advantage of advantage of this to change DAWN_RETURN_ERROR to
"return DAWN_FOO_ERROR" to have the return be more explicit. Also
removes usage of DAWN_TRY_ASSERT for more explicit checks.
Change-Id: Icbce16b0c8d8eb084b0af2fc132acee776909a36
This integrates spirv-val in dawn_native so that regular and
WebGPU-specific validation of shaders is done.
Also adds tests to check OpUndef is correctly rejected so we know
WebGPU-specific validation is working.
Change-Id: If49d276c98bca8cd3c6c1a420903fe34923a2942
This patch implements the creation of 2D array textures and copying
between a buffer and a layer of a 2D array texture on D3D12, Metal
and OpenGL back-ends.
TEST=dawn_end2end_tests
Linking against their .lib makes loading Dawn fail on systems that don't
have the DLLs. This happens for example on Windows7 that doesn't have
d3d12.dll. Instead we dynamically load functions pointers from these
DLLs at d3d12::Device startup.
Change-Id: I4d01a12d0f91bec45bf125450d2c08aaa9ff9fac
Implement copying between a buffer and a texture 2D array on Vulkan
This patch implements the creation of a 2D array texture and data
copying between a buffer and a layer of a 2D array texture on
Vulkan back-ends.
TEST=dawn_end2end_tests
This patch introduces texture descriptor for texture creation instead
of texture builders.
This patch also adds "arrayLayer" to texture descriptor and removes
mDevice in TextureD3D12.
In the DEPS file we are going to use Chromium's mirror of
github.com/KhronosGroup/SPIRV-Cross so we need to adjust .gitmodules to
point to it instead of Kangz/SPIRV-Cross. Also take that opportunity to
roll SPIRV-Cross.
Change-Id: I4f53a4fc54f5b1b9a754ac55e976c81e5eeabeb2
We still keep a dummy BufferBuilder object around so that it can be used
for the builder error callback tests of the wire.
Change-Id: If0c502bb8b62ee3ed61815e34e9b6ee6c03a65ef
Resources used to have both a current and an allowed usage but the
concept of current usage has been removed so we can rename "allowed
usage" to "usage" to make the name match WebGPU's
WebGPUBufferDescriptor::usage and WebGPUTextureDescriptor::usage
Change-Id: I5190950bf7f7f5b86c92247ef0240fead9886268
BindGroup usage isn't something that's part of WebGPU's sketch.idl and
it might never exist. Remove it to simplify the migration of bindgroup
to descriptor.
Change-Id: I21e0a98eb60434d4009e748cd9afcbf89edd7e6a
This includes a bunch of fixes for clang warnings in Windows specific
code that was only compiled by MSVC previously. This also tidies up some
BUILD.gn issues on Windows.
This required putting Queue::Submit on QueueBase which is something we
would want to do anyway, and removes the need for Queue::ValidateSubmit
being called in the ProcTable.
This removes the need for all the "GeneratedCodeIncludes" files and
leads to a bunch of simplifications in BindGroup as well as the
dawn_native CMakeLists.txt.
Finally this was done in order to simplify the writing of BUILD.gn
files.
The interface exposed by libdawn_native is declared in the new headers
living in src/include/dawn_native so that they both the users and the
libraries use the DAWN_NATIVE_EXPORT macros.
The dawn.h and dawncpp.h structure definitions references dawnFoo or
dawn::Foo respectively when it should reference dawn_native::FooBase* in
dawn_native. Autogenerate files to declare the dawn_native version of
the structs and change the ProcTable generation to use it instead.
This is important to make libdawn_native a shared library because
currently it was depending on dawncpp's definition of .Get().
This extends our Vulkan handle wrapper to have conversions from uint64_t
as well as the native Vulkan types:
- The dawn_wsi interface uses the uint64_t version.
- The backend interface uses the native Vulkan version
libdawn will be one of the libraries produced but other libraries like
libdawn_native don't need to link against it. However they do need the
Dawn headers so we generate them separately.
This also makes all internal targets depend on the header generation and
have the include directories necessary for those headers.
Also has a small fix for setting compile flags only for C++ files.